-
Posts
440 -
Joined
-
I would love feedback on "Quid Pro Quo."
Arc#: 82369
Side: Villain
Level: 1-10
Custom enemies: None that you must fight
Synopsis: I tried to make an arc that would make the redside player feel truly villainous. Instead of letting the contact lead you along, you take him for a ride instead. -
If they tied account names to globals, it wouldn't be hard to create a disambiguation that is elegant and attractive. A vast proportion of the names on any one server would be unique; it is the small number of cases of non-unique names that would have to be disambiguated.
There could be two layers to this:
1) A per-character user-defined feature that says "I wish to reserve my character name on this server." This character name cannot be duplicated. If you want your characters to be 100% unique on that server, click the box. Otherwise, if you don't care, don't. If you do not log in the character for 365 days, this option clicks OFF. Therefore, any idle names on any accounts, paid or not, can be duplicated after 1 year, but the original player doesn't lose anything when he returns.
2) When displaying the character name in chat, show the global handle ONLY IF there is more than one example of that name in existence on that server. All other characters, who have non-duplicated (i.e., unique) names, do not show the global handle. -
-
I could see the developers spending some effort on a PVP Event. I wouldn't participate in it, and I imagine a number of players like me wouldn't either, and so whatever the event is would have to be crafted carefully to that end: in other words, PVP would still be voluntary.
Among the various ideas, and the level of difficulty in implementing them:- Special PVP-only rewards (XP, influence, reputation, salvage, recipes, etc) for that weekend. Relatively simple.
- Turn an existing zone (temporarily) into a PVP zone; have separate instances of the zone for PVE and PVP. Very difficult; the entire zone's geometry would have to be stress-tested for exploits, hospitals for both sides added, safe zones created for each faction, etc.
- A PVP-specific mission obtained through a common zone (for instance, Pocket D or the RWZ). Medium difficulty; although it would require some stress-testing for geometry and exploits, it would be on a mission-sized scale instead of a zone-wide scale.
-
Quote:In other words, you want every archetype to play exactly the same.I seen many good posts, and yet I see many post having difficulty de-coupling group performance versus solo performance. ... When solo, the performance of each AT and their variations are all over the map. ... What I seek is a little bit more perfromance uniformity between the ATs and withn the ATs themselves.
I can't begin to explain to you why that's broken. That's balance for the sake of balance.
Please try to comprehend this. Some players LIKE playing a so-called "support class." Those players will HOWL like banshees if you suddenly turn all Defenders, Dominators, Corruptors, etc., into Just-Like-A-Scrapper solo machines with no team synergy.
There's no particular reason to create absolute parity in the way every Archetype and every Power Set plays, except that you want the same I'm-Such-A-Killing-Machine rush on every character.
I'll say it again. Not everybody WANTS that.
Your ideas here, frankly, are what lead directly to the likes of D&D 4.0, where everybody is so balanced that you can't tell the classes apart. -
I'm another Pinnacle player (global is @Hertz). There's no real right or wrong on server selection, since you and your wife will always have a team of at least 2.
You might consider putting all your hero-type characters on one server, and all your villain-type characters on a different server. You can't email money or goodies to yourself, and you can't trade between heroes and villains (yet), so there may not be much point in trying to cram heroes and villains onto a single server. By sticking to one faction per server, you and your wife can log in any of your heroes, make swaps and trades, invite each other to supergroups, and all that jazz. -
I can totally agree with Ice Armor Brutes, Illusion villains Masterminds seem to make more sense than Dominators, though, in all honesty and Energy Melee scrappers. I believe the developers have, up until now, put a priority on proliferating those sets which required a minimum of jiggering. Mostly, this has been so. They haven't created many new powers, many new art resources, or constructed any 100%-all-new-from-the-ground-up sets. Earth Assault, Electric Assault, and Mental Manipulation are the farthest they've gone in "new" sets.
I would also love to see more Mastermind sets, but I can think of a lot of easier sets to add other than animals. Namely (and apart from demons), they could add Clowns, Pirates, Spiders, and Mafia. Mind you, although Animals would be a lot of work to introduce into the game, it would be an investment well worth the trouble. Whole new classes of enemies open up with four-legged skeletons.
As for higher detail on costumes, I have high hopes for Going Rogue. City of Villains launched with a number of graphical upgrades. We can hope that something similar will be done for GR.
I've long advocated that some Hazard Zones could be opened to villains, Shadow Shard in particular. Adding 10 levels of villain missions and villain contacts for every Hazard Zone, not to mention stores, is a non-trivial amount of work. -
This suggestion, or something like it, arises periodically. I can see a few situations where it might come in handy, but I can foresee more in which it could be used to annoy and harass. In particular, "OMG, why aren't we running on Invincible? Quick, everyone vote me leader!" and "OMG, we need a healer! Everybody vote me leader!" and "OMG, why don't we have a full team of eight? Invite more! Quick, everybody vote me leader!"
And then, I notice that you observe it should take a unanimous vote to displace the leader. But what if the leader has one ally? —you still can't replace the leader. Is this a flaw in the system, or is it griefing on his part to block the vote? Would the next system require a 50%+ majority vote so the leader has to satisfy the demands of more than half the team?
Most of these suggestions boil down to a similar reaction: if you want to control how the team proceeds, form your own team.
Now, I realize this isn't the scenario you envisioned. You're not speaking of mutiny; you're speaking of a leader who goes AFK and hamstrings the team. However, your system that can do one can also do the other.
If you're just trying to curb AFK abuses, then a simpler system would be "if you have the star and go AFK for X minutes, you lose the star." -
Quote:What am I saying? Do the math:You're playing a squishy. You get a lot of perks that melee AT's don't get. For example, buffs, debuffs, an arsenal of either ranged control or ranged attacks.
You're facing 8 enemies. Each has a 50% chance to hit, and a 25% chance to stun.
That means on any given round, anybody facing those enemies will be hit with a stun. Statistically speaking, a squishie will be stunned more or less constantly; a Tanker or Scrapper, not at all.
When a squishie is stunned, his output = 0, except in the case of Defiance. No buffs, no holds go out, no damage, nothing. It doesn't matter how many bells and whistles a squishie has, or how low you set Tanker and Scrapper damage, if the frequency of stuns is this high. I'm not speaking of magnitude, here, I'm speaking of probability. As the enemy count scales up, the probability magnifies enormously. It's like the odds of rolling a 1 on a six-sided die ... but you're rolling ten of 'em at a time.
To put it another way: if Corruptors do 1000 damage and Brutes do 800, but Corruptors are mezzed 25% of the time, who does more for the team?
I advocate changing the volume of enemies with mezzes. Make the mezzes stronger this won't affect the squishies one way or another, a stun is a stun but make them less frequent. This will mean Brutes, Tankers, Scrappers, and Stalkers do occasionally have to worry about mezzes, just like everybody else, but it won't overwhelm the poor squishies who get chain-mezzed by enemies like Malta. -
Against my better judgment, I'm going to throw my two cents in here.
The mezzes in the game, as implemented, hurt various powersets to widely varying degrees in the PVE game. I have a hard time understanding how it is balanced.
Anything which can mez enough to be a threat to a Tanker or a Scrapper can really play havoc with most other Archetypes. The trouble is, some enemies are apparently balanced that way.
I would personally advocate that the sheer volume of mezzing in the game is reduced somewhat, and Tanker and Scrapper protection is reduced to compensate. That would mean all Archetypes face an occasional risk from mezzes, but the disparity would not loom so large between, say, a Force Field fire-and-forget buffer and a Radiation toggles-shut-down debuffer, or between a Stone Tanker and a mere Blaster. -
Quote:It's not hard to understand.Some folks just want more common everyday names that say "superhero." What is so hard to understand about that?
However, you probably need to come to a basic understanding that even if they made it possible to have non-unique names, you still might not get what you want. If your argument is based upon "give me what I want!" then accept that this method may not necessarily do so. -
Let's face it, Photon, at the moment Blasters are popular out of proportion to their survivability, and Tankers the reverse. If everybody were suddenly punished for having a Blaster on the team, because Blasters die more often, it'd be harder for them to get teams than it is now.
Those archetypes that are already shunned may continue to be, but for different reasons. -
Quote:Patently false.Yes, as you said "Once" the controller holds the mob down, its cake. You are absolutely right, and could not be more right. But the key word is "Once", thats the catch I been talking about all this time with regards the Controllers' use of hold as their means of protection, when compared to the tankers and scrappers protections that provides the benefit without condition.
ALL archetypes face the same problem with scaling, random number generation, large numbers of enemies, and the purple patch. You do more damage, and hit more often, against enemies below your level; you do less damage, and hit less often, against enemies above your level.
EVERY defensive-oriented toon faces those problems. Scrappers, Brutes, Tankers, and Scrappers get hit harder, and hit more often, when facing larger groups of high-level enemies. Controllers' and Dominators' holds hit less often and last less time. Defenders' and Corruptors' debuffs are less effective. ALL attacks hit less often. Damage scales down.
If you want to seriously argue for a rebalance of every archetype, consider the following:
Buffs are additive, rather than multiplicative. This makes Defenders, Corruptors, Masterminds and Controllers each a force multiplier. Watch me do the math, D&D-style.
Suppose, using d20 mechanics for ease of illustration, enemies hit 50% of the time (on a 20-sided die, call it an 11 or better). Your character has 35% (+7) defense, so you are only hit on a roll of 18-20. My character has 40% (+8) defense and is hit only on a 19 or 20. In other words, you are hit 3 times out of 20, I am hit 2 times out of 20. We each have 100 hit points, and enemies do 25 points of damage; we can each survive only 4 direct hits. This means you will survive for 26 rounds, and I will survive for 40.
Our baseline, before we add a Defender into the mix, my defense is 5% more than yours, but I survive 53% longer.
Now we add a Defender. The Defender gives us each +5% (+1). Now you will be hit on a 19 or 20, and I will be hit on a 20.
Your character has 40% (+8) defense and will survive 40 rounds. My character has 45% (+9) defense, and will survive 80 rounds, twice as long as you.
Your defense went up by 5%, and your survival went up by 53%. My defense went up by 5%, and my survival went up by 100%. The benefit we each receive is not proportionate.
Force. Multiplier. The buff scale is exponential, not linear.
If you want to balance the archetypes, step one is to rewrite the entire powers system from the ground up. You might want to ask Sony Online Entertainment how that worked out for them. -
Quote:I think this idea has some potential, but only in that it is the nugget of a good concept. In many ways it is still broken.You start a mission, but find that you die 10 times along the way. This will take 10 points off your reputation; if you were at 0, you're now at -10, and if you're at 10, you're now at 0. Let's say you finish the mission, and you gain 1 Reputation for completing it, so the net loss is -9.
One: the harder the mission, the more you're likely to die. A person who does weak, no-boss at level -1 missions is going to have a better reputation than a solo monster who does +3x8 missions and dies once in a while. This doesn't seem right.
Two: ramping up the effective punishment for defeat changes the behavior of risk-averse players. They'll lower the difficulty, slow down, approach even small groups with hit-and-run tactics, and ... this is the terrible part ... run away when things get bad. Is this the kind of behavior that you want to encourage in a superhero game?
Three: if the entire group is punished every time somebody on the team dies, you'll see teams start to shun and exclude the "weaker" archetypes. They won't invite Blasters or Dominators, knowing they're more likely to die and Blasters and Dominators take more teamwork to keep 'em alive. You don't want that kind of behavior either.
I think this needs to go back to the drawing board. -
I do remember the question as purely hypothetical as well, but along the lines of "what one thing would you change in your wildest fantasies if you had unlimited time and resources?"
-
I think this is a really excellent idea. I think it could stand to be simplified a great deal, but it's got a lot of potential. Here's what I would do instead.
- No editor. Instead of giving the player the ability to edit the entire zone, make a number of prefabricated island zones available with general themes: high-finance skyscrapers and commercial district; high-tech laboratories; elaborate fortress with caverns; ruined city. Consider making 5 mini-zones compatible with the 5 Origins. The player can get a Mission-Architect-like editor to choose what type of minions he wants hanging around, name his Chief Lackey, and so on, but the terrain is more or less fixed. (It'd be an absolute nightmare coming up with AI pathing and spawn points on a fully customizable island.)
- Base portal. Once the player has conquered his island, a base portal becomes active there.
- Who's the enemy? As with base raids, allow the ruler of the island to launch attacks against other island rulers, rather than "spawn event X on blue-side." Interfering with blueside is just ... I dunno, what's the word? Petty and annoying? When you launch attacks against other islands, trying to take down the competition, it's like Gladiator Mode in the Arena. You watch your minions duke it out with those of your enemy's, while you lead from the rear and go MUHAHAHAHAHA.
-
Quote:I understand where you're coming from here, truly. In theory on paper it can be done. The combination can be made to work, if it is designed with care. However, I do not believe your approach is adequate.For me, I have been playing RPGs (on and off the computer) for almost 30 years, and I dont accept the idea that something is not possible or that its pre-ordained to failure.
It's a fine and elegant plan to state the proliferation as you do: "Self-Defense can pair with Melee Set, Control, and Ranged Sets." It states the objective clearly, and it does so in a simple, clean way that makes it seem simple to implement. However, simple this is not.
The existing self-defense sets, as designed, do not pair well with Ranged or Control. They were never meant to. As an example: Invulnerability gets a power, Invincibility, that grants a slight bonus to DEF and TO-HIT, based on the number of enemies within range. It is therefore ideally leveraged against melee powers. What happens if you change that?
Invulnerability + Control- You will very likely end up with the enemies locked down Slept, Immobilized, Stunned, or Held all over the map. Most will be out of range. Invincibility will be largely ineffective, and one of the key, basic, essential powers in the set will be out of balance. Tanker secondaries have Taunt, with its -Range debuff component, that helps scoop enemies into melee range. Controllers... do not.
- In addition, the strength of Invulnerability is based upon a certain estimated-time-to-failure. Damage Deflected Over Time is carefully calibrated to the Damage Dealt Over Time figure so the Tanker has a fighting chance. The combat is neither too easy (viz, his damage or his defenses, or both, are too high) nor too difficult (either his damage or his defense, or both, are too low). If you throw a Control set into the mix, which generally does a fraction of the damage, such a character would die long before he took out any of the enemies.
- You also would get very strange synergies with certain sets, allowing things to happen that should never be allowed. For instance, Invincibility has a PBAOE Taunt aura. And Fire Control has Fire Imps. You could summon some Fire Imps, go AFK with your taunt aura turned on, and they would destroy everything in perfect safety while you were drinking Jaegermeister and watching the ball game.
- Enemy AI is designed to behave in a certain way, and the sets are balanced around that known and somewhat predictable behavior. Some enemies prefer to stay at range; some prefer to keep to melee. Creating a Self-Defense-Ranged combination will create brand-new exploits in enemy behavior. Just to name one: Super Reflexes gets Ranged Defense. It's the ultimate kiting set: stay at range with your blasts, turn on Ranged Defense, and you never need anything else.
- You also get strange and unintended synergies here too. Dark Armor + Dark Blast gives you a self-healing, mez-proof, stealth sniper with self-rez and a boatload of -To Hit debuffs. Why would you play anything else? And that's just the first thing that leapt to mind if you unleash a poorly thought out system upon the game world, you can bet your eyeteeth that the other gamers more cunning than I will find ways to use these combinations to pry huge holes in it. Every combination would have to be analyzed or rejected on its own merits. Grand, sweeping statements like "Self-Defense goes with Ranged" look great on paper but the devil is in the details, always.
It really would be much, much easier to create a single new Archetype with a particular combination Team Defense + Melee, for instance and build a small number of intercompatible power sets around that concept. -
This is not the way to convince people that you have a reasonable point of view. If you're this wonderful and lovely and understanding when trying to team with people, there's no wonder why they're so eager to be your friend.
Look: there is already an incentive to team, and that is rate of XP. The people who want to maximize their XP gain will team with you, and in fact will rarely bother doing any missions unless they have at least six people on the team. The ones who don't care about maximum XP gain ... won't.
Read that last sentence again. There are people who don't care about maximizing their rate of XP gain. Are these the people that you want on your team?
I tend to team up with 3-4 people all the time, mostly just my friends, because our playstyle is compatible. Dave has little kids in his house; he often has to make us wait while he's putting one to bed, or feeding them dinner, or making them stop hitting each other with rocks. Joe is a nurse and is often "on call" and may have to leave the team without warning. Jon likes to stop and chat with people on IRC. Are these the people you want to team with?
You could force my buddies and me to take you on board. But you'd be miserable at our snail's pace, stop-and-go method of gaming, unmaximized builds, slow progress, frequent time outs, and rarely running at "8-man Invincible" levels. And we'd be miserable having you that is, if you're one of those "shut up and PLAY!" people who can't stand friendly banter and a slow pace.
Think about who you want to team with, and be with those guys. -
Quote:Exactly. That is your incentive to, I don't know, conserve endurance. Use blues. Attack less quickly than you can, so you're not chugging your whole endurance bar like an audience at a Dead concert devours those brownies.The annoying part, at least to me, is trying to reactivate the toggle.
If you never had to turn your toggles back on, they would be Auto powers. You'd just turn them on at the start of the game and leave them on until you logged out. No strategy whatsoever. But they're not: they're toggles. You have to decide how to prioritize your energy consumption.
This game isn't that hard. I see no reason to make it even easier. -
If they could figure out a way to put a Motorcycle travel power into the Natural Booster Pack, they'd sell a bazillion copies.
-
Quote:Tomato, tomahto.Loopholes? Allowing someone to sk to a lvl 46, or have a lvl 30 join a lvl 35 team to increase potential reward or increased difficulty? Those aren't loopholes, it's playing a game how you want to play it.
If players deserve to be allowed to play "the way they want to play it," then there would be Instant I Win buttons on every screen. -
Yes, the price tag on convenience. We have that now, actually ... and we would have it with salvage stores, depending on where they were located and how difficult they were to find. Salvage is tiered by level, so compare the cost of zoning back to Galaxy City for low-level salvage, versus buying it at the auction house in Talos. Similar to what we have with SOs, really.
-
I've pondered the Melee/Support archetype before, and what I come up with is slightly different than standard "Defender" sets welded onto a Melee set. For one thing, Defender powers take time to use: to buff your buddies, heal 'em, debuff the enemies, lay down Freezing Rain, and so on. Every time you use your buff/debuff set, you're not attacking, and that cuts into your damage.
That's one reason why a single Defender is in no danger of out-damaging a Blaster. In addition to only doing 60% of the base damage, he's spending time not blasting. When a Blaster is spending time not doing damage, it's because he's dead.
So when I think of a good Melee/Support archetype, I'm thinking in terms of PBAOE debuff toggles. Something like:
ANGELIC AURA
Halo PBAOE toggle, Ally+Regen, Ally+Res(Smashing, Lethal), Self -Stealth.
Divine Grace Self Auto, +Regen, +Recovery
Blinding Light PBAOE toggle, Foe -ToHit, Foe -Def(All)
and so on. The point of such sets is to allow the character to wade into the center of combat, punch, and shield his teammates. Needless to say, the set would give about half self-protection powers and half teammate buffs, similar to Shield so the player himself would be well-protected, and his allies protected only a little bit (about half as well as a Defender might). -
That's an interesting take on it it provides both an influence sink and a salvage faucet.
In any case, whether salvage or brainstorms are sold, the developers would essentially be setting a price cap. It would either be $price of salvage, or it would be derived from $price of brainstorm divided by P (probability of getting the one you want).